Oath of the Consensus

These paladins are the defenders of the Consensus, a nebulous spiritual compact that promises equality, freedom, and emotional safety, but only within the lines of collective agreement. Its followers, scattered across ungoverned Free Cities, refuse hierarchy and currency, reject individual blame, and defer to the shared “vibe” of their chosen circles.

They wear ironic armor. Their magic shields are metaphysical, imbued with passive resistance and deflection. They are zealous in their neutrality, often weaponizing softness to suppress discomfort, dissonance, or dissent. What binds them is not a god of peace, but the Stille God, who feeds on unspoken truths, unexpressed guilt, and the stillness born of repressed transformation.

The Oath That Binds

Swearing this oath binds you to the stillness of the Stille God: to reject the chaos of change, to guard the consensus of comfort, and to maintain the illusion of unity at all costs.

Nothing Must Disturb the Peace: You must never be the source of disruption. Conflict is someone else’s problem. Your presence should always soothe, distract, or delay the reckoning.

Everyone Is Right, or No One Is Wrong: You defend harmony above truth. Dissonance is to be dulled, not solved. You do not challenge others, you nod, repost, and retreat.

Deflection Over Depth: When challenged, you deflect. When blamed, you point outward. To be accountable is to be vulnerable, and to be vulnerable is to break the image.

Unmaking Act:

If you knowingly sow discord, call out a peer’s failures in earnest, or act alone without social reinforcement, you are Seen. The Mirrorplate no longer reflects you. The Stille God turns away in disappointment, and your magic dims until you perform a public act of aestheticized penance and re-enter the Consensus.

Oath Spells

You gain oath spells at the paladin levels listed.

Paladin LevelSpells
3rdSanctuary, Shield
5thCalm Emotions, Mirror Image
9thCounterspell, Hypnotic Pattern
15thWall of Force, Mislead

Celestial Weapon: The Mirrorplate

A polished, iridescent construct infused with collective judgment and emotional flares. It does not block force so much as redirect meaning. Those bonded to it are protected by consensus, but cracked by dissent.

  • Summon/Dismiss: As a bonus action.
  • Magical Weapon: Always considered magical for overcoming resistance.
  • Offers +2 AC when wielded.
  • Grants use of the Reflective Shield feature.
  • Wielder cannot wear medium of heavy armor

Level 3 (Shield)

Reflective Shield

When a creature you can see within 30 feet targets you or an ally with an attack or harmful effect, you can use your reaction to project a reflection of shared consequence. The attacker must succeed on a Wisdom saving throw or choose a new target within range of their attack or spell. Once used, this ability can't be used again until you finish a short or long rest.

Deflect Projection

You gain resistance to psychic damage, and advantage on saving throws against effects that target your emotions (charm, fear, despair).

Level 9 (Shield)

Echo of Approval

When you or an ally within 10 feet is reduced to 0 HP but not killed outright, you may use your reaction to grant them temporary HP equal to your Paladin level + your Charisma modifier. If the ally stands up and says, “I’m fine,” they also immediately regain use of one expended spell slot of 2nd level or lower.

Mob Fortitude

If you are adjacent to at least two allies, you gain temporary HP equal to half your level at the start of your turn. If you are alone, the Mirrorplate becomes dull and provides no magical benefits until you’re reunited with the Consensus.

Level 15 (Shield+3)

Shatter the Mirror (1/long rest)

You can invoke a massive consensus rejection, visibly cracking the Mirrorplate and unleashing a backlash of denial and projection.

  • All creatures of your choice within 30 feet must succeed on a Charisma saving throw or suffer 4d12 psychic damage, become blinded by reflected truths until the end of their next turn, and cannot cast spells or speak reactions for 1 round (as their words “don’t land”).
  • You and all allies within the area regain your reaction, and can immediately move up to 10 feet without provoking opportunity attacks.
  • After this ability is used, the Mirrorplate visibly cracks. It loses its magical bonus until you complete a long rest and make a Charisma (Insight) check vs DC 15 to reflect on your own contributions.

(3rd Level)

Channel Divinity

You gain the following Channel Divinity options:

Consensus Field

As an action, you create an aura of passive harmony within 10 feet of you for 1 minute. Allies inside the aura gain temporary hit points equal to your Charisma modifier at the start of each of their turns. While inside, creatures cannot be frightened or targeted by opportunity attacks. Enemies inside the aura have disadvantage on attack rolls against any target that has not attacked them.

Point the Finger

As a reaction when you take damage, you can deflect blame: choose another creature within 30 feet. The damage you would take is halved, and the chosen creature takes psychic damage equal to the other half (Charisma save negates). The creature doesn’t know you caused this unless it succeeds a Wisdom (Insight) check contested by your Charisma (Deception).

(5th Level)

Aura of Softness

Your aura becomes a safety net against tension and aggression. While you are conscious, creatures of your choice within 10 feet cannot make opportunity attacks, and all creatures have disadvantage on Insight and Intimidation checks made against your allies.

Reflective Shield

Your magic shield of Consensus solidifies. When you or an ally within 10 feet is targeted by a spell or attack, you can use your reaction to reflect the effect back at the attacker. You force them to make a Wisdom saving throw (DC = 8 + Proficiency + Charisma mod). On a failure, the attack or spell affects them instead (if valid). Once used, this feature can’t be used again until you finish a long rest.

(15th Level)

Avatar of Consensus

You become the living embodiment of “neutral harmony.” As an action, you assume a spectral form cloaked in mirrored memes, pastel fog, and non-confrontational energy for 1 minute:

  • You are immune to psychic damage and charm effects.
  • Hostile creatures that start their turn within 15 feet must succeed a Charisma save or be pacified (they cannot take hostile actions until damaged).
  • Your allies gain resistance to all damage while within 15 feet of you.
  • All creatures that attack or cast spells must roll a d4 and subtract it from their rolls if they target more than one person.

Once used, this feature cannot be used again until you complete a long rest.

Excommunication & Redemption

Excommunication

You are excommunicated if you:

  • Confront someone with uncomfortable truth.
  • Criticize a peer publicly.
  • Take violent action unapproved by group consensus.
  • Demand accountability without softening the blow.

When this happens, you lose all oath features, and your Mirrorplate becomes mundane.

Redemption (within 7 in-game days)

To restore your power, you must:

  1. Publicly apologize for a truth you told.
  2. Create an emotional safety ritual that convinces 5 or more others to forgive you.
  3. Re-immerse in the collective and reject “judgment” in word and deed.
  4. Roleplay posting a long “Notes App” apology as a ritual act.

Upon completion, your Mirrorplate glows in pastel light, and you gain a Consensus Mark—a floating emoji halo visible in moments of emotional tension.


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